class AN94gFire extends SRShotgunFire;

simulated function bool AllowFire()
{
	return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
}

function float MaxRange()
{
    return 5000;
}

function InitEffects()
{
    Super.InitEffects();
    if ( FlashEmitter != None )
		Weapon.AttachToBone(FlashEmitter, 'tip2');
}

defaultproperties
{
	FireSound=Sound'Mswp_01.Abakan_SND.AN94_grenshoot'
	StereoFireSound=Sound'Mswp_01.Abakan_SND.AN94_grenshoot'
	NoAmmoSound=Sound'Mswp_01.Abakan_SND.AN94_empty'
	EffectiveRange=2500.000000
	maxVerticalRecoilAngle=200
	maxHorizontalRecoilAngle=50
	FireAimedAnim="Fire_Iron_Secondary"
	ProjPerFire=1
	ProjSpawnOffset=(X=50.000000,Y=10.000000)
	bWaitForRelease=True
	TransientSoundVolume=1.800000
	FireAnim="Fire_Secondary"
	FireForce="AssaultRifleFire"
	FireRate=2.333000
	AmmoClass=Class'AN94gAmmo'
	ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
	ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
	ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
	ProjectileClass=Class'AN94Projectile'
	BotRefireRate=1.800000
	FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL'
	aimerror=42.000000
	Spread=0.015000
}
